Skip to main content

Preparing for Rigging - My Character Design Process for Puppet, Bone Rig 2D Animation in Reallusion's Cartoon Animator (Part 2)

Composite image of my Bikini Girl Character in Inkscape half 'inked' and half showing the underlying, vector wireframe.

I'm not known for my super fast character design for Cartoon Animator. It's why I constantly look for short cuts in rigging characters because I get bored or distract... squirrel!

In this second post on rigging my first, complete G3-SVG vector character I'll run you through how I take my initial, 'inked' using Inkscape design, from part 1 of this series, and break it up into the key sprite body parts.

Marking the Joints

The main image for this post at the top of the article is a little deceptive as it shows a composite of my, mostly, complete character divided in half so you can see the underlying vector lines - totally for effect to create an interesting image.

Imagine this image is still just the half image I traced and colored from last time. The next step is to create a joint layer and mark where all my joints (i.e. bone points) will be with my semi-transparent circular crosshairs that you can see in the image. But only on one side, remember. All of this will be mirrored when complete.

Detail image of my characters arm showing the placement of my circular crosshair joint markers.
Detail image of my characters arm showing the placement
of my circular crosshair joint markers.

The purpose of these crosshairs is to mark the center point for the bone placement and then to create a circular region around the bone point that will create an almost seamless joint between each sprite.

The circular area, generally, should be as large as possible without going outside the boundary of the character's shape. Once the two sprites are pinned together the joint works like a hinge and should look fine in any natural pose of the character.

Note that I am designing this character to have bone hands but, as of writing this, each of the characters fingers are a full sprite. I've yet to separate them into the smaller joint segments.

Dividing Up the Body Into Sprites

If you recall I drew my character's body as one complete shape. My next step is to cut this up into sprites. It's a little tricky, and time consuming but I actually find this method easier than separating the character into sprites as I go.

Figure 1: Image sequence showing how I slice up my character's body shape into the various body part, sprite shapes.
Figure 1: Sequence showing how I
create my sprites joints.
It involves duplicating a line from my crosshairs that I use to cut the body sprite at the joint (see image 1 of Figure 1) using the 'Division' path function. Make sure you move the duplicate line to the same layer as the body shape if you're going to try this).

This slices the image in two where my crosshair line was (see image 2 of Figure 1). The crosshair line itself will vanish which is why I work with a duplicate.

Next I'll make a duplicate of the circle part of my crosshair, hide the section of the body I'm not working on just yet. In this case that's the upper leg (see image 3 of Figure 1).

I'll then color this circle with the same fill and line color of my body shape. I'll then make a duplicate of this circle that I'll use for the upper limb, once I've completed the lower limb (make sure the two circles are perfectly aligned).

Finally I'll combine my circle with the end of the body part I'm working on - in this case the right shank or lower right leg - by selecting the circle and the body part and executing a 'Union' path function on them (see image 4 of Figure 1).

This creates a perfectly round end to my sprite.

I'll then use the duplicate circle and combine that with the upper part of the same limb - in this case the right thigh - giving a perfectly round end to that sprite too.

Demonstration of how to create a joint when a character has outlines.
Figure 2 - Demonstration of how to create a
joint when a character has outlines that you
want to minimise the line break points.
I'll go around and do this for all my joints.

Note that if you're creating a character with outlines you can sometimes create the illusion of unbroken lines if you make one end of a sprite circular and the adjoining end flat but covering half of the circle (see Figure 2).

Adding Highlights and Shadows

Exploded, detail view of my character's sprites.
Detail view of most of my character's main sprites
with highlights and shadows added, and sprites
like the torso and face combined into one sprite.
Once I've divided up all my sprites I'll then go through and either add more highlights and shadows or fix any that I've already included so that they don't bleed over into my joint circle areas. 

Minimising shading or highlights around your joints will help prevent any unexpected lines when limbs start moving around. Although if you study figure 2 (in the previous section) and apply those principles for the outlines to shadows and highlights, it can work quite seamlessly.

Once these are done I'm ready to mirror the entire design so I have a complete character. This is simply a case of selecting all my character parts, duplicating and flipping them vertically.

After I've lined up the two halves of the character I'll join the two halves of the torso/hip sprite together with a Union path function. I'll do the same with the face, back hair, front hair, nose, and mouth.

Next Steps...

Although it looks like I'm close to rigging the character I still need to create all my eye and mouth sprite expressions. I'm hoping that won't take too long given how much easier it is to modify vectors into different shapes.

Hopefully in the next post I'll be able to put all my sprites into Reallusion's Front Facing Character template and complete a first test animation.

Comments

Popular posts from this blog

LTX Studio (Beta): AI-Powered Visual Storytelling, From Script to Screen in One App.

LTX Studio can generate consistent characters across storyboard panels - even if one character is a dragon! W hile text to image, and text to video (and image to video) AI tend to be getting a lot of the press, the real exciting aspect of generative AI implementation is how it can be used to speed up creator workflow. Being able to realize your creative vision in a shorter length of time can lead to more ambitious projects. Particularly if you're a team of one, with a very limited budget, but you one day dream of creating your own epic animated feature film. LTX Studio (beta), a new 'all-in-one' AI film making tool, is not going to let you realize that dream from a single text prompt but, by bringing a bunch of generative AI technologies together, the developers have created a one platform workflow that can help anyone rapidly visualize and deliver a story from initial idea to finished film in days rather than weeks (depending upon how ambitious the project is). Even bette...

Inochi2D - Free Open Source 2D VTuber Avatar Rigging and Puppeteering Software (Part 1)

Inochi2D Creator - Free Open Source VTuber Software. If you've been looking for a way to live perform as a 2D cartoon avatar on camera, whether it be for a live stream or for pre-recorded content like educational videos, then VTuber software is a low cost (or even no cost) option worth looking into. In my previous post, How to Become a VTuber - 2D and 3D Software for Creating and Controlling Your Avatar , I took a brief look at the relatively new but completely free and open source Inochi2D  which I thought showed great potential for my own needs of creating a live performance character rig for my own TET Avatar that I use for all my promotional materials. While it is possible to live perform my character using Cartoon Animator itself, Reallusion's MotionLive2D capture system isn't great - with lip sync in particular. More importantly though, I can't exactly teach people how to use Cartoon Animator if I'm using Cartoon Animator to control my Avatar. What is Inochi2D...

TikTok's 360 Microwave Meme and How You Can Use It For 2D Animated Character Turnarounds

360 Microwave Meme Stills from PixVerse. The center images are the original character images used to generate the turnarounds. T ikTok art drama, where wannabe artists, who have no clue about professional art practices, but are still happy to gatekeep their idea of how professional artists work, is reason enough to stay off the platform. I have no doubt there are a few insufferable professionals on there gatekeeping too. Case in point, TikTok's 360 Microwave Meme , which I discovered through a suggested video on YouTube called, The Microwave Art Drama Breaking the Art Community on TikTok by art drama showcaser, Mohammed Agbadi . Apparently TikTok's animation community is livid that using this effect on your 2D character to achieve a fully animated, 360 degree turnaround, is just the absolute lowest thing you can do. You cannot, in good conscience, call yourself an artist, or an animator, if you do this, and, even worse, post it on TikTok. In retaliation 'real' artist/...

The Ultimate Independent Animator's App and Resource List - Animation and Video Life

Image created with Cartoon Animator 4. Being an independent animator is not like a studio animation job. There's so much more to do that is indirectly related to the actual task of animating. Over the years I've sought out many apps, tools, and services that can help me achieve that one single task, expressing myself through animation. Below is my Ultimate Independent Animator's Resource List for 2024 (last updated Oct 2024). It started out as a list of free or low cost apps that could help you in every stage of producing either 2D or 3D animation, and then just kind of grew from there. You may not have been looking for a Time Management App as much as you needed something to get you started in 3D animation but when those commissioned projects start coming in you'll have a head start on maximizing your time. All the apps and services on this list had to meet two main criteria: They had to be useful and relevant to an Indy Animator/artist. The base app/se...

Krita AI Diffusion - Generative Image AI For Krita is Seriously Useful, Powerful and Free (If You Can Install it Locally)

Generative AI sequence of a woman in a business suit. From sketch to refined image using Krita AI Diffusion - by TET G enerative image AI, where you describe an image with a text prompt to an Artificial Intelligence model and it produces a new image based on your prompt, is gaining a strong hold as a tool for many artists. Krita AI Diffusion brings generative AI image tools right into your favourite free and opensource, graphics editor, Krita. Not only that, if you have a computer with decent specs (and at least 10GB of hard drive space), Krita AI Diffusion is completely free. What If I Don't Have a Powerful Computer? If you're in my situation, with a computer that was around before anyone in the mainstream had even heard of generative AI, you can still access Krita AI Diffusion for free, using a cloud based AI server, Interstice  and 300 tokens, to get you started. Once your initial tokens run out, purchase 5000 more for 10€ (approx US$11.00). Tokens never expire. I would...

Review: Toon Boom Harmony 14 - What I learned in 21 Days

Toon Boom Harmony is widely considered the industry standard for primarily 2D animation. You don't get to be that if your software isn't exceptional. However, industry standard and exceptional usually translates to steep learning curve and probably contains more features than I'll ever use. So, in reviewing the latest version, Harmony 14, I'm setting out to answer two questions; How easy is it to learn the basics and is it software an independent artist/animator, like myself, should seriously consider as their go to, 2D animation studio of choice?

Dollars Mocap: Full Body Webcam Motion Capture (Including Hands and Fingers) For iClone and Cartoon Animator

Even though I should be further away from the camera Dollars Mocap MONO still does a good job of  tracking my arms, hands and fingers. Ever since I wrote my series on becoming a VTuber , discovering it was possible to do full body motion capture, including hands and fingers, with just software and a webcam, I've been on the look out for any motion capture software that can bring that functionality to Cartoon Animator. Dollars Mocap is a low cost motion capture application with a free trial that I learned about through the YouTube Channel Digital Puppets  and their test video . It can record full body, upper body, arms and hands, and facial mocap from a live video source or pre-recorded video. Investigating further, I discovered not only does Dollars Mocap have a free iClone7, iClone8 character profile file download (look for it at the bottom of the main program download page), so you can use the saved motions with iClone8, they've also got a demo video for how to convert your...